Для реализации данной игры нам понадобится:
Arduino uno: http://ali.ski/BHUqd
Контактные провода: http://ali.pub/1m0h4y
Кнопки: http://ali.pub/1oyu1n
Дисплей: http://ali.pub/1pdkv2
Прежде чем приступить к материалу, я Вас попрошу, если нравится то, что я делаю и хотите следить за моей деятельностью, то рекомендую подписаться на мой телеграмм канал: https://t.me/ypavla
Там я публикую новости о вышедших видео, статьях и разные устройства для умного дома и не только показываю.
Спасибо за внимание, теперь продолжим.
Данный проект взят из github.
Схема подключения:
Схема подключения немного разнится на разных типах дисплеев. На дисплее в Видео Есть еще пин LED к которому подключая 3.3V включается подсветка на дисплее.
После подключения всех компонентов необходимо скопировать программный код приведенный ниже и вставить его в программу Arduino IDE и загрузить этот программный код в саму плату Arduino.
Сам скетч:
// ============================================================================= // // Arduino - Flappy Bird clone // --------------------------- // by Themistokle "mrt-prodz" Benetatos // // This is a Flappy Bird clone made for the ATMEGA328 and a Sainsmart 1.8" TFT // screen (ST7735). It features an intro screen, a game over screen containing // the player score and a similar gameplay from the original game. // // Developed and tested with an Arduino UNO and a Sainsmart 1.8" TFT screen. // // TODO: - debounce button ? // // Dependencies: // - https://github.com/adafruit/Adafruit-GFX-Library // - https://github.com/adafruit/Adafruit-ST7735-Library // // References: // - http://www.tweaking4all.com/hardware/arduino/sainsmart-arduino-color-display/ // - http://www.koonsolo.com/news/dewitters-gameloop/ // - http://www.arduino.cc/en/Reference/PortManipulation // // -------------------- // http://mrt-prodz.com // http://github.com/mrt-prodz/ATmega328-Flappy-Bird-Clone // // ============================================================================= #include <Adafruit_GFX.h> #include <Adafruit_ST7735.h> #include <SPI.h> // initialize Sainsmart 1.8" TFT screen // (connect pins accordingly or change these values) #define TFT_DC 9 // Sainsmart RS/DC #define TFT_RST 8 // Sainsmart RES #define TFT_CS 10 // Sainsmart CS // initialize screen with pins static Adafruit_ST7735 TFT = Adafruit_ST7735(TFT_CS, TFT_DC, TFT_RST); // instead of using TFT.width() and TFT.height() set constant values // (we can change the size of the game easily that way) #define TFTW 128 // screen width #define TFTH 160 // screen height #define TFTW2 64 // half screen width #define TFTH2 80 // half screen height // game constant #define SPEED 1 #define GRAVITY 9.8 #define JUMP_FORCE 2.15 #define SKIP_TICKS 20.0 // 1000 / 50fps #define MAX_FRAMESKIP 5 // bird size #define BIRDW 8 // bird width #define BIRDH 8 // bird height #define BIRDW2 4 // half width #define BIRDH2 4 // half height // pipe size #define PIPEW 12 // pipe width #define GAPHEIGHT 36 // pipe gap height // floor size #define FLOORH 20 // floor height (from bottom of the screen) // grass size #define GRASSH 4 // grass height (inside floor, starts at floor y) // background const unsigned int BCKGRDCOL = TFT.Color565(138,235,244); // bird const unsigned int BIRDCOL = TFT.Color565(255,254,174); // pipe const unsigned int PIPECOL = TFT.Color565(99,255,78); // pipe highlight const unsigned int PIPEHIGHCOL = TFT.Color565(250,255,250); // pipe seam const unsigned int PIPESEAMCOL = TFT.Color565(0,0,0); // floor const unsigned int FLOORCOL = TFT.Color565(246,240,163); // grass (col2 is the stripe color) const unsigned int GRASSCOL = TFT.Color565(141,225,87); const unsigned int GRASSCOL2 = TFT.Color565(156,239,88); // bird sprite // bird sprite colors (Cx name for values to keep the array readable) #define C0 BCKGRDCOL #define C1 TFT.Color565(195,165,75) #define C2 BIRDCOL #define C3 ST7735_WHITE #define C4 ST7735_RED #define C5 TFT.Color565(251,216,114) static unsigned int birdcol[] = { C0, C0, C1, C1, C1, C1, C1, C0, C0, C1, C2, C2, C2, C1, C3, C1, C0, C2, C2, C2, C2, C1, C3, C1, C1, C1, C1, C2, C2, C3, C1, C1, C1, C2, C2, C2, C2, C2, C4, C4, C1, C2, C2, C2, C1, C5, C4, C0, C0, C1, C2, C1, C5, C5, C5, C0, C0, C0, C1, C5, C5, C5, C0, C0}; // bird structure static struct BIRD { unsigned char x, y, old_y; unsigned int col; float vel_y; } bird; // pipe structure static struct PIPE { char x, gap_y; unsigned int col; } pipe; // score static short score; // temporary x and y var static short tmpx, tmpy; // --------------- // draw pixel // --------------- // faster drawPixel method by inlining calls and using setAddrWindow and pushColor // using macro to force inlining #define drawPixel(a, b, c) TFT.setAddrWindow(a, b, a, b); TFT.pushColor(c) // --------------- // initial setup // --------------- void setup() { // initialize the push button on pin 2 as an input DDRD &= ~(1<<PD2); // initialize a ST7735S chip, black tab TFT.initR(INITR_BLACKTAB); } // --------------- // main loop // --------------- void loop() { game_start(); game_loop(); game_over(); } // --------------- // game loop // --------------- void game_loop() { // =============== // prepare game variables // draw floor // =============== // instead of calculating the distance of the floor from the screen height each time store it in a variable unsigned char GAMEH = TFTH - FLOORH; // draw the floor once, we will not overwrite on this area in-game // black line TFT.drawFastHLine(0, GAMEH, TFTW, ST7735_BLACK); // grass and stripe TFT.fillRect(0, GAMEH+1, TFTW2, GRASSH, GRASSCOL); TFT.fillRect(TFTW2, GAMEH+1, TFTW2, GRASSH, GRASSCOL2); // black line TFT.drawFastHLine(0, GAMEH+GRASSH, TFTW, ST7735_BLACK); // mud TFT.fillRect(0, GAMEH+GRASSH+1, TFTW, FLOORH-GRASSH, FLOORCOL); // grass x position (for stripe animation) char grassx = TFTW; // game loop time variables double delta, old_time, next_game_tick, current_time; next_game_tick = current_time = millis(); int loops; // passed pipe flag to count score bool passed_pipe = false; // temp var for setAddrWindow unsigned char px; while (1) { loops = 0; while( millis() > next_game_tick && loops < MAX_FRAMESKIP) { // =============== // input // =============== if ( !(PIND & (1<<PD2)) ) { // if the bird is not too close to the top of the screen apply jump force if (bird.y > BIRDH2*0.5) bird.vel_y = -JUMP_FORCE; // else zero velocity else bird.vel_y = 0; } // =============== // update // =============== // calculate delta time // --------------- old_time = current_time; current_time = millis(); delta = (current_time-old_time)/1000; // bird // --------------- bird.vel_y += GRAVITY * delta; bird.y += bird.vel_y; // pipe // --------------- pipe.x -= SPEED; // if pipe reached edge of the screen reset its position and gap if (pipe.x < -PIPEW) { pipe.x = TFTW; pipe.gap_y = random(10, GAMEH-(10+GAPHEIGHT)); } // --------------- next_game_tick += SKIP_TICKS; loops++; } // =============== // draw // =============== // pipe // --------------- // we save cycles if we avoid drawing the pipe when outside the screen if (pipe.x >= 0 && pipe.x < TFTW) { // pipe color TFT.drawFastVLine(pipe.x+3, 0, pipe.gap_y, PIPECOL); TFT.drawFastVLine(pipe.x+3, pipe.gap_y+GAPHEIGHT+1, GAMEH-(pipe.gap_y+GAPHEIGHT+1), PIPECOL); // highlight TFT.drawFastVLine(pipe.x, 0, pipe.gap_y, PIPEHIGHCOL); TFT.drawFastVLine(pipe.x, pipe.gap_y+GAPHEIGHT+1, GAMEH-(pipe.gap_y+GAPHEIGHT+1), PIPEHIGHCOL); // bottom and top border of pipe drawPixel(pipe.x, pipe.gap_y, PIPESEAMCOL); drawPixel(pipe.x, pipe.gap_y+GAPHEIGHT, PIPESEAMCOL); // pipe seam drawPixel(pipe.x, pipe.gap_y-6, PIPESEAMCOL); drawPixel(pipe.x, pipe.gap_y+GAPHEIGHT+6, PIPESEAMCOL); drawPixel(pipe.x+3, pipe.gap_y-6, PIPESEAMCOL); drawPixel(pipe.x+3, pipe.gap_y+GAPHEIGHT+6, PIPESEAMCOL); } // erase behind pipe if (pipe.x <= TFTW) TFT.drawFastVLine(pipe.x+PIPEW, 0, GAMEH, BCKGRDCOL); // bird // --------------- tmpx = BIRDW-1; do { px = bird.x+tmpx+BIRDW; // clear bird at previous position stored in old_y // we can't just erase the pixels before and after current position // because of the non-linear bird movement (it would leave 'dirty' pixels) tmpy = BIRDH - 1; do { drawPixel(px, bird.old_y + tmpy, BCKGRDCOL); } while (tmpy--); // draw bird sprite at new position tmpy = BIRDH - 1; do { drawPixel(px, bird.y + tmpy, birdcol[tmpx + (tmpy * BIRDW)]); } while (tmpy--); } while (tmpx--); // save position to erase bird on next draw bird.old_y = bird.y; // grass stripes // --------------- grassx -= SPEED; if (grassx < 0) grassx = TFTW; TFT.drawFastVLine( grassx %TFTW, GAMEH+1, GRASSH-1, GRASSCOL); TFT.drawFastVLine((grassx+64)%TFTW, GAMEH+1, GRASSH-1, GRASSCOL2); // =============== // collision // =============== // if the bird hit the ground game over if (bird.y > GAMEH-BIRDH) break; // checking for bird collision with pipe if (bird.x+BIRDW >= pipe.x-BIRDW2 && bird.x <= pipe.x+PIPEW-BIRDW) { // bird entered a pipe, check for collision if (bird.y < pipe.gap_y || bird.y+BIRDH > pipe.gap_y+GAPHEIGHT) break; else passed_pipe = true; } // if bird has passed the pipe increase score else if (bird.x > pipe.x+PIPEW-BIRDW && passed_pipe) { passed_pipe = false; // erase score with background color TFT.setTextColor(BCKGRDCOL); TFT.setCursor( TFTW2, 4); TFT.print(score); // set text color back to white for new score TFT.setTextColor(ST7735_WHITE); // increase score since we successfully passed a pipe score++; } // update score // --------------- TFT.setCursor( TFTW2, 4); TFT.print(score); } // add a small delay to show how the player lost delay(1200); } // --------------- // game start // --------------- void game_start() { TFT.fillScreen(ST7735_BLACK); TFT.fillRect(10, TFTH2 - 20, TFTW-20, 1, ST7735_WHITE); TFT.fillRect(10, TFTH2 + 32, TFTW-20, 1, ST7735_WHITE); TFT.setTextColor(ST7735_WHITE); TFT.setTextSize(3); // half width - num char * char width in pixels TFT.setCursor( TFTW2-(6*9), TFTH2 - 16); TFT.println("FLAPPY"); TFT.setTextSize(3); TFT.setCursor( TFTW2-(6*9), TFTH2 + 8); TFT.println("-BIRD-"); TFT.setTextSize(0); TFT.setCursor( 10, TFTH2 - 28); TFT.println("ATMEGA328"); TFT.setCursor( TFTW2 - (12*3) - 1, TFTH2 + 34); TFT.println("press button"); while (1) { // wait for push button if ( !(PIND & (1<<PD2)) ) break; } // init game settings game_init(); } // --------------- // game init // --------------- void game_init() { // clear screen TFT.fillScreen(BCKGRDCOL); // reset score score = 0; // init bird bird.x = 20; bird.y = bird.old_y = TFTH2 - BIRDH; bird.vel_y = -JUMP_FORCE; tmpx = tmpy = 0; // generate new random seed for the pipe gape randomSeed(analogRead(0)); // init pipe pipe.x = TFTW; pipe.gap_y = random(20, TFTH-60); } // --------------- // game over // --------------- void game_over() { TFT.fillScreen(ST7735_BLACK); TFT.setTextColor(ST7735_WHITE); TFT.setTextSize(2); // half width - num char * char width in pixels TFT.setCursor( TFTW2 - (9*6), TFTH2 - 4); TFT.println("GAME OVER"); TFT.setTextSize(0); TFT.setCursor( 10, TFTH2 - 14); TFT.print("score: "); TFT.print(score); TFT.setCursor( TFTW2 - (12*3), TFTH2 + 12); TFT.println("press button"); while (1) { // wait for push button if ( !(PIND & (1<<PD2)) ) break; } }
Ссылка на скетч: https://yadi.sk/d/EJNGcUAt3LYRni
Демонстрация работы данной программы можно увидеть в видео приведенном в конце статьи.
Видео: